mirror of
https://gitee.com/akwkevin/aistudio.-wpf.-diagram
synced 2026-03-22 01:16:35 +08:00
196 lines
6.8 KiB
C#
196 lines
6.8 KiB
C#
/*
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* Copyright 2007 ZXing authors
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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using System;
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using ZXing.Common.Detector;
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namespace ZXing
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{
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/// <summary>
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/// Encapsulates a point of interest in an image containing a barcode. Typically, this
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/// would be the location of a finder pattern or the corner of the barcode, for example.
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/// </summary>
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/// <author>Sean Owen</author>
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public class ResultPoint
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{
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private readonly float x;
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private readonly float y;
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private readonly byte[] bytesX;
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private readonly byte[] bytesY;
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private String toString;
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/// <summary>
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/// Initializes a new instance of the <see cref="ResultPoint"/> class.
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/// </summary>
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public ResultPoint()
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{
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}
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/// <summary>
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/// Initializes a new instance of the <see cref="ResultPoint"/> class.
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/// </summary>
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/// <param name="x">The x.</param>
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/// <param name="y">The y.</param>
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public ResultPoint(float x, float y)
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{
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this.x = x;
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this.y = y;
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// calculate only once for GetHashCode
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bytesX = BitConverter.GetBytes(x);
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bytesY = BitConverter.GetBytes(y);
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}
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/// <summary>
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/// Gets the X.
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/// </summary>
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virtual public float X
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{
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get
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{
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return x;
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}
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}
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/// <summary>
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/// Gets the Y.
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/// </summary>
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virtual public float Y
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{
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get
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{
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return y;
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}
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}
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/// <summary>
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/// Determines whether the specified <see cref="System.Object"/> is equal to this instance.
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/// </summary>
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/// <param name="other">The <see cref="System.Object"/> to compare with this instance.</param>
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/// <returns>
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/// <c>true</c> if the specified <see cref="System.Object"/> is equal to this instance; otherwise, <c>false</c>.
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/// </returns>
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public override bool Equals(Object other)
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{
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var otherPoint = other as ResultPoint;
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if (otherPoint == null)
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return false;
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return x == otherPoint.x && y == otherPoint.y;
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}
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/// <summary>
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/// Returns a hash code for this instance.
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/// </summary>
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/// <returns>
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/// A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table.
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/// </returns>
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public override int GetHashCode()
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{
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return 31 * ((bytesX[0] << 24) + (bytesX[1] << 16) + (bytesX[2] << 8) + bytesX[3]) +
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(bytesY[0] << 24) + (bytesY[1] << 16) + (bytesY[2] << 8) + bytesY[3];
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}
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/// <summary>
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/// Returns a <see cref="System.String"/> that represents this instance.
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/// </summary>
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/// <returns>
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/// A <see cref="System.String"/> that represents this instance.
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/// </returns>
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public override String ToString()
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{
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if (toString == null)
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{
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var result = new System.Text.StringBuilder(25);
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result.AppendFormat(System.Globalization.CultureInfo.CurrentUICulture, "({0}, {1})", x, y);
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toString = result.ToString();
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}
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return toString;
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}
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/// <summary>
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/// Orders an array of three ResultPoints in an order [A,B,C] such that AB is less than AC and
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/// BC is less than AC and the angle between BC and BA is less than 180 degrees.
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/// </summary>
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/// <param name="patterns">array of three <see cref="ResultPoint" /> to order</param>
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public static void orderBestPatterns(ResultPoint[] patterns)
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{
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// Find distances between pattern centers
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float zeroOneDistance = distance(patterns[0], patterns[1]);
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float oneTwoDistance = distance(patterns[1], patterns[2]);
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float zeroTwoDistance = distance(patterns[0], patterns[2]);
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ResultPoint pointA, pointB, pointC;
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// Assume one closest to other two is B; A and C will just be guesses at first
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if (oneTwoDistance >= zeroOneDistance && oneTwoDistance >= zeroTwoDistance)
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{
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pointB = patterns[0];
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pointA = patterns[1];
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pointC = patterns[2];
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}
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else if (zeroTwoDistance >= oneTwoDistance && zeroTwoDistance >= zeroOneDistance)
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{
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pointB = patterns[1];
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pointA = patterns[0];
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pointC = patterns[2];
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}
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else
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{
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pointB = patterns[2];
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pointA = patterns[0];
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pointC = patterns[1];
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}
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// Use cross product to figure out whether A and C are correct or flipped.
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// This asks whether BC x BA has a positive z component, which is the arrangement
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// we want for A, B, C. If it's negative, then we've got it flipped around and
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// should swap A and C.
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if (crossProductZ(pointA, pointB, pointC) < 0.0f)
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{
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ResultPoint temp = pointA;
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pointA = pointC;
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pointC = temp;
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}
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patterns[0] = pointA;
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patterns[1] = pointB;
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patterns[2] = pointC;
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}
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/// <summary>
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/// calculates the distance between two points
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/// </summary>
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/// <param name="pattern1">first pattern</param>
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/// <param name="pattern2">second pattern</param>
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/// <returns>
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/// distance between two points
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/// </returns>
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public static float distance(ResultPoint pattern1, ResultPoint pattern2)
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{
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return MathUtils.distance(pattern1.x, pattern1.y, pattern2.x, pattern2.y);
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}
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/// <summary>
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/// Returns the z component of the cross product between vectors BC and BA.
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/// </summary>
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private static float crossProductZ(ResultPoint pointA, ResultPoint pointB, ResultPoint pointC)
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{
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float bX = pointB.x;
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float bY = pointB.y;
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return ((pointC.x - bX) * (pointA.y - bY)) - ((pointC.y - bY) * (pointA.x - bX));
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}
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}
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} |